My procedural volumetric sphere has a tailfin

Newtek Lightwave 3D (exporter developed by holocube, Integrated Plugin developed by juanjgon)

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scooternva
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The 51m radius sphere that I'm using as the mesh for an OctaneRender volumetric serving as my planetary atmosphere has a "tailfin". It also has hexagonal (or perhaps more accurately, octagonal) banding.

Can anyone please explain what is causing this? Example scene attached... thanks.
It's not supposed to have a tailfin.
It's not supposed to have a tailfin.
Attachments
procedural_atmosphere.zip
Example LW 2019 scene and object
(626.88 KiB) Downloaded 124 times
Octane 2020.2.3.1 | LightWave 2019.1.5 (3134) | Win10 Pro 19041.1052 | 2 x Gigabyte AORUS RTX 2080 Ti Xtreme w/NVLink | Gigabyte AORUS Xtreme X399 | AMD Ryzen 2950X | 64 GB RAM | SSDs: Samsung 970 PRO 512 GB + Seagate FireCuda 510 2 TB | blog.gammans.zone
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juanjgon
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Why don't you use a spherical volume shape over a null object for this? The leak seems some kind of problem with the geometry, but in any case, if you only need a fog sphere, it is a lot faster to use the sphere shape.

Thanks,
-Juanjo
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2019_11_28-17_28_47.jpg
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scooternva
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Hi Juanjo,

I used a mesh because eventually I’m going to apply an atmosphere to a non-spherical rocky asteroid... taking baby steps to learn all of the quirks by attempting a plain old spherical planet first.

I can work around the tail by just shooting from the other side but it would be nice to know what’s causing this so that it could be fixed altogether. And I still haven’t figured out why those octagonal shapes are showing up... that’s not something I can hide so easily.

thanks...
Octane 2020.2.3.1 | LightWave 2019.1.5 (3134) | Win10 Pro 19041.1052 | 2 x Gigabyte AORUS RTX 2080 Ti Xtreme w/NVLink | Gigabyte AORUS Xtreme X399 | AMD Ryzen 2950X | 64 GB RAM | SSDs: Samsung 970 PRO 512 GB + Seagate FireCuda 510 2 TB | blog.gammans.zone
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juanjgon
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I wonder if this sphere comes from some kind of subdivision that is making it not perfectly spherical. As a volume container, you should use simpler objects with a lot fewer polygons to make the volume building faster. If you have volume artifacts, perhaps you should increase the resolution of the grids, but always working with objects as simple as possible, with few polygons.

Thanks,
-Juanjo
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scooternva
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You have the scene file and *.lwo object file so you can see that this is a tessellated sphere that hasn't been modified at all. I literally created the *.lwo object file by just opening LightWave, creating a ball with tessellation, saved the ball, and exited.
Octane 2020.2.3.1 | LightWave 2019.1.5 (3134) | Win10 Pro 19041.1052 | 2 x Gigabyte AORUS RTX 2080 Ti Xtreme w/NVLink | Gigabyte AORUS Xtreme X399 | AMD Ryzen 2950X | 64 GB RAM | SSDs: Samsung 970 PRO 512 GB + Seagate FireCuda 510 2 TB | blog.gammans.zone
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juanjgon
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I'm investigating the volume data leak outside the mesh. This can be some kind of precision bug, or something like that ...

Thanks,
-Juanjo
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scooternva
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Yeah, it probably is a precision bug. If I up the grid resolution to 125 the tail disappears (but render times go through the roof).
Octane 2020.2.3.1 | LightWave 2019.1.5 (3134) | Win10 Pro 19041.1052 | 2 x Gigabyte AORUS RTX 2080 Ti Xtreme w/NVLink | Gigabyte AORUS Xtreme X399 | AMD Ryzen 2950X | 64 GB RAM | SSDs: Samsung 970 PRO 512 GB + Seagate FireCuda 510 2 TB | blog.gammans.zone
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